Is there any way you can distill a demo that I can try this on? I want to find out if I can get the crash to happen myself, and if so what's causing it. It's possible it could be something as simple as the handling of filters for animation having a minor bug.

Might work better to put it up somewhere I can download it and just send me a link. Your Member file space would do; just upload it as visible, not hidden, and give me the link, and I'll let you know when I have it so you can delete it.

Okay, so I have an update on this. I found a couple of issues, and I'm still not out of the woods yet.

First issue: Reading the len var from the filters list was not handled properly.

Second issue: The error message from the first issue was not handled properly (this happened in multiple places), and that was causing the crash.

Now I'm having a very bizarre and predictable crash that happens as an apparent result of heap corruption. So I'm trying to figure out why that might be. I've confirmed filter animation is NOT responsible, which is a good start, but I haven't managed to solve the rest quite yet. It does appear to at least be filter-related, but beyond that I'm still not sure.

Just a brief update on this. While this does appear to be heap corruption, it's been so remarkably consistent that I've had a leg up in trying to get to the bottom of the problem.

Kumo, I've narrowed this down to the light_fuse() proc you pointed out. If I lose the animate() calls in that routine, I don't get the heap corruption crash. Changing the calls doesn't do a darn thing, even removing the looping, but I did find that if I altered the animation to mess with color instead of transform, there's no crash. And the crash, when it does happen, consistently happens when I shoot a bunch of barrels; the easiest way to trigger it is to go left on the Streetwise map and shoot the barrels there.

could it have anything to do with the Explode() call in light_fuse() being under a call stack from another Explode() proc ? probably a far fetched idea, but that's about all i could theorize. I'm not a wizard.

Well, one thing I did discover was that when the crash happens, the animation is underway even if I turned off the loop and made it super short. This suggests to me that light_fuse got called more than once on the same object, although I can't guarantee that the object causing the problem is in the process of exploding. I'll get more data on this tomorrow.